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Godot 4.6 Release: It's all about your flow

godotengine.org

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Re: Godot 4.6 Release: It's all about your flow

#81

Earlier quoted context omitted.

Thanks! I bet I've had it confused with something else then.

I would bet SDL; it's a C library that a ton of other libraries are influenced by or based on. It's not usually thought of as an engine on its own nowadays

Nah, like you said, SDL is just window creation and a bit of audio etc. If that counts as a "game engine" then so does every web browser.

EDIT: Sorry if I seem grumpy, I'm not actually grumpy at you, I'm grumpy at PyGame for calling itself a game engine when really it's just SDL + the ability to blend images.

Re: Godot 4.6 Release: It's all about your flow

#82

Earlier quoted context omitted.

Agreed 100%, C# is obviously a second-class citizen and I'm not going to waste my time with GDScript. It really is a shame because there are so many things to like about Godot, but the litany of issues with C# support due to their focus on GDScript has just soured the whole thing for me. Unity is just not an option as far as I'm concerned due to their bizarre licensing fiasco (and their own mountain of technical issu…

> I'm not going to waste my time with GDScript. The GDScript hate is so odd. If you know any scripting language you know GDScript. How much time are you wasting when it takes one afternoon to learn? And nowadays it even has gradual typing support for those that are scared of dynamic types. I have seen C# devs coming to Godot being super prejudiced against GDScript and then end up using GDScript anyway because it is j…

Still doesn't have full static typing support to my knowledge, which is a dealbreaker to me.

The other things are that it just has less support for structuring your code in different ways, and of course the performance is vastly worse. My game does some state space exploration for the enemy AI, so having code that runs an order of magnitude slower just doesn't work for me.

Re: Godot 4.6 Release: It's all about your flow

#83
post #49

The new UI is terrific. The old Godot was already pretty decent, allowing me to release my indie game on Steam. But this one is so much better. Godot is slowly becoming the next Blender, a dominant open source success story.

To me it is so conceptually clean and easy to work with. Unity and Unreal are great products, but they also seem kind of clunky and bloated.

> but they also seem kind of clunky and bloated

Like their predecessors, they were initially conceptually clean and simple in the beginning too. But then decades of feature development, the scope creep overcomes the clean architectures and design decisions. Lets see if Godot remains the same in 10-20 years, I'm cautiously optimistic :)

Re: Godot 4.6 Release: It's all about your flow

#84

Earlier quoted context omitted.

Very true. While I believe there can be a place for a language tailored specifically for gamedev, GDScript certainly is not it. C# support seems to have been added reluctantly, because the prospect of attracting unity devs was to good to pass on. But then they switch over and realize it is treated like the ugly stepchild and the hope is that you will just use their scripting language to avoid the friction. And don't…

that's not been my experience at all. I've found that Godot works exceptionally well with C#, and I've felt zero pressure to use GDScript. It integrates really well with Rider too, which is the C# IDE I use. Even when there's places online that use GDScript examples, they tend to translate pretty much directly 1:1 to C#.

Rider seems neat, and I'd be happy to purchase a license, but subscription only? No thank you.

Re: Godot 4.6 Release: It's all about your flow

#85
post #62

Earlier quoted context omitted.

Miguel de Icaza of Mono fame has a whole video on how C# was a "multi billion dollar mistake," and is working on a Swift Godot package. https://www.youtube.com/watch?v=tzt36EGKEZo https://github.com/migueldeicaza/SwiftGodot (I've had some fun dabbling with Swift Godot but all of the documentation seems to be a bit out of date)

As a current C# web developer I think C# is amazing. I know multiple other languages (Java, JS, Python and others) fairly well and none of them measure up to modern C# in my opinion. Visual studio is trash though.

Garbage collection hiccups are probably meaningless on a web platform. As far as real-time processing goes, one of the most significant figures in the history of C# thinks it's a bad fit. If you disagree with him, respond to the video, I guess.

Re: Godot 4.6 Release: It's all about your flow

#86
post #59

Does anybody have tips for running Godot on KDE Plasma + Wayland? I tried 4.0 and an earlier 3.x release from the store but both hung shortly after startup. Maybe need some Wayland argument, will check.

Never had any issues, using the Godots (sic) version manager from Flathub, and custom built versions from git. Something’s wrong on your end

Re: Godot 4.6 Release: It's all about your flow

#87
post #69

Earlier quoted context omitted.

Thanks! I bet I've had it confused with something else then.

Might’ve been MonoGame? It sounds enough like Godot that you might’ve confused the two, it’s a code-first framework, and it’s popular enough that you might’ve heard of it (Stardew Valley, Bastion, and Celeste are all built on MonoGame)

Nah either it was Irrlicht or it was really just Godot and I simply incorrectly committed to memory what it was.

Re: Godot 4.6 Release: It's all about your flow

#88
post #63

Earlier quoted context omitted.

Why?

Without agreeing (or disagreeing) with their larger point, dynamic types become more of liability as a project gets larger Like "schemaless" database applications, there's always types/schema somewhere: the choice is if they'll be explicitly defined at the place of construction, or implicitly spread out across all the places data happens to flow in your application. And the more places there are, the more spread out…

The other side of the argument is that dynamic typing is great for prototyping and can allow for more compact code.

The discussion is exhausting because many people don't understand the difference between weak typing and dynamic typing. You basically never want weak typing but dynamic typing has legit uses. Yes JS is both weakly and dynamically typed and that sucks but Common Lisp shows you can have very strong typing and dynamic types.

Lots of very complex software has been writing in dynamically typed languages. The whole Erlang/Elixir world is dynamically typed though Elixir is getting gradual typing.

There is a good reason gradual typing is getting popular, you get the best of both world. You can prototype quickly and then add types and make everything more solid later.

(Which also why you want to always use a statically typed language in the corporate world because there is never a "later" and the bigger the team the more important it is to have the lang enforcing discipline. But not every programming is corporate.)

People that are dogmatic about static typing show their immaturity. The older I get the more I realize that there is no right or wrong way to program, everything it tradeoffs and "it depends".

Re: Godot 4.6 Release: It's all about your flow

#89

Earlier quoted context omitted.

> I'm not going to waste my time with GDScript. The GDScript hate is so odd. If you know any scripting language you know GDScript. How much time are you wasting when it takes one afternoon to learn? And nowadays it even has gradual typing support for those that are scared of dynamic types. I have seen C# devs coming to Godot being super prejudiced against GDScript and then end up using GDScript anyway because it is j…

Still doesn't have full static typing support to my knowledge, which is a dealbreaker to me. The other things are that it just has less support for structuring your code in different ways, and of course the performance is vastly worse. My game does some state space exploration for the enemy AI, so having code that runs an order of magnitude slower just doesn't work for me.

It has support for typing Arrays and Dictionaries these days. Yes, nested Arrays are still a problem but I am sure they will get to it.

As for performance well the GDExtension support has also gotten much better. You can always go down to C++, Rust, Nim, Zig or whatever. It is really easy to set up.

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